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The Eye of Judgment Legends
GameFAQ
In Game Deck Listings v1.0b 2015-01-31
by lathe-mandrel




INTRODUCTION
------------
This is simply a compiled list of the decks from PSP's The Eye of Judgment
Legends in a single document. Thats it really. I figured I would start simple
for my first GameFAQ submission lol. As far as I know, the decks used in both
"Story Mode" and in "Wizards Duel" are the same decks, different in only the
"Summoner Skills." If I later find anything different I will then update this
listing, but otherwise, I believe this to be complete. Cards are listed in
the order that they would appear in the "Deck Builder" mode, assuming the "E"
version cards are grouped with the standard versions. The "E" cards are
computer only cards that when their info is displayed they show an "E" where
the promo versions would show a "P". Some of the "E" cards are stronger than
their standard version, but some are actually weaker. Each "E" card will have
a corresponding note within the deck it appears in.
This is compiled from my own notes of the UCES01334 (European) version and
information from Alan Kwan's "English Card Text Errata List (v1.34)" found at
http://home.netvigator.com/~tarot/Games/Eye%20of%20Judgment%20PSP%20errata.txt
The Summoner Skills are written here as they are in the game, any errors to
such are in that deck's "Errata." The errata document is an invaluable document
that clarifies possibly all of the translation errors found in the game, and
also clarifies many of the keyword abilities. Many thanks to akwan_tarot for
making it a public document!




PLAYER DECKS
------------
When you start a new game, you are to choose your first deck from the five
available decks.

STARTER DECK Cost 60
Notes; Mostly designed around steady options, has some Biolith "pop", but not
a stand-out deck. On the other hand, no real weak points, and a good intro to
playing Rainbow/Multi specifically and/or Biolith in general, makes this is my
personal favourite of the starting five.
Fire 5
1x Flame Magus
2x Hellfire Spitter
1x Great Minos of Sciondar
1x Triceptaur Behemoth
Water 5
2x Tritonan Ice Guard
1x Dancing Temptress
2x Venoan Assassin
Earth 6
2x Verzar Foot Soldier
1x Stone Wing Dwarf
1x Giant Axe Dwarf
2x Se Hollyn Fortress
Wood 6
2x Bewitching Elf Archeress
2x Elven Berserker Maiden
2x Twin Goblins
Biolith 2
1x Biolith Battle Chariot
1x Taurus Monolith
Neutral 0
Spell 6
1x Parmetic Holy Feast
2x Beguiling Fog
2x Healing Shower
1x Fissures of Goghlie

FIRE DECK Cost 57
Notes; Fire Creatures are strength of attack oriented, making them great on
offense. However, their health is usually a little low, so the field health +/-
bonus is often important. Good for hitting, but doesn't take hits for long.
Fire 18
2x Hellfire Spitter
2x Partmole Warhound
2x Freedonian Wanderer
2x Partmole Flame Lizard
2x Flame Lizard Archer
1x Partmole Flame Guard
2x Partmole Axethrower
1x Behemorph
1x Lizard Shocktrooper
1x Flame Lizard Barracks
1x Partmole Fire Oracle
1x Flame Lizard Commander
Water 0
Earth 2
1x Verzar Canine
1x Novogus Golem
Wood 1
1x Sleeptrap
Biolith 1
1x Biolith Centurion
Neutral 0
Spells 8
1x Granvenoa Altar
1x Beguiling Fog
1x Dhees's Command
1x Healing Shower
1x Fissures of Goghlie
1x Sciondar Inferno
1x Festival of Fire
1x Val's Secret Message


WATER DECK Cost 48
Notes; Water creatures like to focus on abilities, primarily dodge/evade and
magic attacks. However, magic users, when hit, usually have no counter attack.
Also, magic attacks ignore dodge/evade, and rarely triggers a counter-action.
This all means that water creatures are much better proactive than reactive.
Fire 0
Water 18
2x Monk Elder of Okunada
2x Cloudrunner Marauder
1x Blue Lycanthrope
2x Cloudrunner Shipmate
2x Tritonan Harpoonsman
2x Aluhja Priestess
1x Tentacles of Possession
1x Frost Guards
2x Corsez Henchman
2x Ghost Ship
1x Siam's Sentinel
Earth 2
2x Skeleton Soldier
Wood 1
1x Sleeptrap
Biolith 1
1x Biolith Stinger
Neutral 0
Spell 8
1x Corsez Oath
1x Beguiling Fog
1x Healing Shower
1x Fissures of Goghlie
1x Aluhjan Fieldbond
1x Ice Flood of Okunada
1x Festival of Water
1x The New Capital

EARTH DECK Cost 54
Notes; Earth creatures like to focus on staying alive and will work best when
their Protection abilities and grouped bonuses are active. However, as their
strength is defensive, they are often weak on offense. Much better for
"clogging," then for "clearing," the board.
Fire 1
1x Partmole Fire Oracle
Water 2
1x Tritonan Harpoonsman
1x Aluhja Priestess
Earth 18
2x Verzar Canine
2x Verzar Swordsman
2x Skeleton Archer
2x Verzar Defender
1x Skeleton Soldier
1x Far Land Sand Dog
1x Dwarf Sniper
1x Stone Wing Veteran
1x Novogus Catapult
2x Battering Ram
1x Verzar Golem
1x Blackhood Anti-Mystic
1x Verzar Elephant Brigade
Wood 0
Biolith 1
1x Architekt
Neutral 0
Spells 8
1x Venoan Hard Bargain
1x Beguiling Fog
1x Healing Shower
1x Fissures of Goghlie
1x Se Hollyn Battle Hymn
1x Fist of Verzar
1x Festival of Earth
1x Dhees Migration

WOOD DECK Cost 53
Notes; Wood creatures like to stay alive through sheer amounts of health,
healing and good old fashioned trickery. They fight back well, but are no
powerhouses. Great in (and for) prolonged matches but be prepared to maximise
their limited attacks.
Fire 1
1x Rageflame Spitter
Water 2
1x Cloudrunner Marauder
1x Queen's Servant
Earth 0
Wood 18
2x Leapfrog Bandit
1x Green Lycanthrope
1x Tree Foxes
2x Elven Soul Hunter
2x Sleeptrap
2x Samurai Nagirashu
2x Elven Plaguedancer
1x Elven Berserker Witch
1x Juno Tree Haunt
1x Bewitching Elf Huntress
1x Elven Scout Mistress
1x Elven Rider
1x Elven Death Dancer
Biolith 1
1x Toxic Intruder
Neutral 0
Spells 8
1x Caisen Riot
1x Beguiling Fog
1x Healing Shower
1x Fissures of Goghlie
1x Elven Subterfuge
1x Wrathful Winds of Juno
1x Festival of Wood
1x Building the Granvil




OPPONENT DECKS
--------------
These are, in Wizard Duel order, the abilities and decks of the games
opponents. After the name of the spell cards is the Cost value. After the
creature cards is, in order, Cost, Health, and Attack values, followed by
any points of note. None of the listed values take into account any of the
Wizard or creature abilities, for example Atomic Rudra's Barrage, or the
activation cost, as I found it too variable, and/or not necessary.
To unlock the Arena only opponents of the four Saints and Seer Vizak, you
must have at least one win versus all the Story Mode opponents, and also
against all Wizard Duel opponents. This will unlock the Saints, who must
also be defeated to unlock Seer Vizak. Seer Vizak must then be defeated to
unlock the final standard cards, such as Seer Vizak himself, and The Eye of
Juno, in the Card Shop.


Romili Reloaded
Story; n/a
Arena; "None" "None"
Notes; This is the deck that is used for the tutorial in Story Mode versus
the Black Forest Elf. It contains two Ultra-rares, and overall is no threat.
However, when I do lose to this deck, which is very rarely, it is usually a
_spectacular_ loss. One time, after winning two of two matches against one
of the Saints, I figured I had enough time to quickly win here. I lost in
four-and-a-half rounds. Yup, the fastest you can normally lose, she pulled
off. Otherwise, she is usually easy (but low) gold.

Fire 6
1X Flame Magus 1 1 1
2X Hellfire Spitter 1 1 1
1X Partmole Flame Lizard 2 2 2
1X Triceptaur Behemoth 5 4 5
1X UR Sciondar Fire God 9 9 3
Water 5
2X Tritonan Ice Guard 1 1 1
1X Cloud Runner 3 2 1
1X Dancing Temptress 3 1 0
1X Venoan Assassin 3 3 2
Earth 6
1X Verzar Canine 1 1 1
2X Verzar Foot Soldier 1 2 1
1X Stone Wing Dwarf 1 1 1
1X Giant Axe Dwarf 2 3 1
1X Se Hollyn Fortress 4 4 1
Wood 6
2X Bewitching Elf Archeress 1 2 1
2X Sleeptrap 2 2 1
1X Elven Berserker Maiden 2 3 1
1X Twin Goblins 2 3 1
Biolith 1
1X Biolith Battle Chariot 4 5 3
Neutral 1
1X UR White Cubic 1 1 0
Spell 5
1X Parmetic Holy Feast 0
2X Beguiling Fog 0
1X Healing Shower 2
1X Fissures of Goghlie 2


Black Forest Elf
Story; "None" "None"
Arena; "Black Folia" "A playful dance beloved by the Black Forest elves.
Allied Elf creatures gain 1HP from the pain-numbing effects of the soothing
melodies."
Errata; Allied Elf creatures /on non-Wood fields/ gain +1 HP.
Notes; A good intro to fighting wood decks. Has an Ultra Rare Wild Dendrovort
as its single UR, but not much to say about it otherwise.

Fire 0
Water 0
Earth 0
Wood 26
2X Bewitching Elf Archeress 1 2 1
1X Tree Foxes 1 1 1
2X Elven Soul Hunter 1 1 1
2X Slumbertrap 1 1 1
1X Sleeptrap 2 2 1
2X Elven Berserker Maiden 2 3 1
1X White Tree Haunt 2 1 0
1X Elven Plaguedancer 2 2 1
1X Elven Berserker Witch 2 2 1
1X Juno Tree Haunt 3 1 2
2X Bewitching Elf Huntress 3 3 1
2X Elven Rider 4 4 2
1X Juno Prisoner Trap 4 4 0
1X Reaper's Golem 3 4 1
1X Arboreal Wyrm 4 4 1
2X Elven Death Dancer 5 3 1
1X Elven Night Rider 5 4 2
1X Berserker Princess 5 3 2
1X UR Wild Dendrovort 8 8 5
Biolith 0
Neutral 0
Spell 4
1X Beguiling Fog 0
1X Elven Dismissal X
1X Healing Shower 2
1X Fissures of Goghlie 2


Preacher Noova
Story; "None" "None"
Arena; "Noova's Sacrificial Sermon" "The holy truth of the orcs, as preached
by Noova. His voice inspires fanaticism in his followers, subtracting 1 from
the Summoning Cost of allied Green Bandits creatures (minimum 1)."
Errata; Subtract 1 from the summoning cost of allied /Ultra-Rare/ Green
Bandits creatures (down to a minimum of 1).
Notes; Another Wood deck, this one with two UR, and the first deck where the
Opponent can appear on the board. Again, not much to say, it's still early in
the game, so the opponents haven't ramped up yet.

Fire 0
Water 0
Earth 0
Wood 25
2X Leapfrog Bandit 1 1 1
1X Tree Foxes 1 1 1
2X Goblin Fanfare 1 2 1
2X Slumbertrap 1 1 1
2X Twin Goblins 2 3 1
3X Leapfrog Boss 2 1 1
3X Goblin Basher 2 2 1
2X Goblin Bomber 3 3 2
2X Goblin Chickenrider 3 3 1
2X Goblin Fort 4 6 1
2X Leapfrog Warchief 4 4 2
1X UR Preacher Noova 5 5 2
1X UR Green Erlking Zomba 6 6 3
Biolith 2
1X Biolith Stinger 3 1 0
1X Toxic Intruder 3 3 1
Neutral 0
Spell 3
1X Healing Shower 2
2X Great Tolicore Quake 3


Corleo, Venoan Capo
Story; "None" "None"
Arena; "Corsez License" "Proof of membership in the Corsez Family, signed in
blood by Corleo. This license upgrades common thugs into tough traders. Allied
Merfolk gain a Dodge attempt."
Errata; Allied /Corsez Family creatures on non-Water fields/ gain a Dodge
attempt.
Notes; Basically this deck plays creatures to have either health or dodge as
a bonus. Some magic can go a long way here, but aggressive play can end the
match quickly. Again, the opponent is an UR here, but its the only UR the deck
has.

Fire 0
Water 23
1X Cloudrunner Marauder 1 2 1
1X Aluhja Priestess 2 1 1
1X Venoan Spy 2 2 1
2X Darkwater Syren 2 2 0
3X Corsez Henchman 2 2 1 Corsez Family
1X Cloud Runner 3 2 1
2X Dancing Temptress 3 1 0
2X Venoan Assassin 3 3 2 Corsez Family
2X Siam's Lookout 3 3 1
2X Shadow Diver 3 2 1 Corsez Family
1X Corsez Moving Castle 3 3 0 Corsez Family
1X Ship's Surgeon 4 4 2
2X Don of Venoa 5 3 2 Corsez Family
1X UR Corleo, Venoan Capo 5 4 2 Corsez Family
1X Don's Double 5 5 1 Corsez Family
Earth 0
Wood 0
Biolith 0
Neutral 0
Spell 7
1X Corsez Oath 0
1X Beguiling Fog 0
1X Tinoan Teleportation 1
1X Lament for Clare Wil 1
1X Healing Shower 2
1X Fissures of Goghlie 2
1X Aluhjan Fieldbond 2


Imposter Queen Anfisa
Story; "None" "None"
Arena; "Icy Handmaiden" " The Queen's fastidious handmaiden keeps the palace
in pristine condition. Every time an allied creature is destroyed, any fields
whose reverse side is the Water element are fieldquaked."
Notes; Whereas the last one was health and dodge, this opponent tries to
outplay you with variety of tricks, but nothing too extreme. Again, the
opponent is the only UR here. If the Indigo Mimic is on the board, it's a good
idea to pick it off quick, but it's sometimes a decoy anyway.

Fire 0
Water 25
2X Tritonan Ice Guard 1 1 1
1X Blue Cubic 1 1 0
2X Queen's Courier 1 2 0
2X Tritonan Harpoonsman 2 2 1
2X Aluhja Priestess 2 1 1
3X Tentacles of Possession 2 2 0
2X Frost Guards 2 2 1
1X Darkwater Syren 2 2 0
1X Indigo Mimic 2 2 0
1X Cloud Runner 3 2 1
2X Aluhja Moving Citadel 3 3 1
2X Ghost Ship 3 1 0
1X Sea Serpent 4 4 1
1X Queen's Emissary 5 3 2
1X Aluhja Inquisitrix 5 5 2
1X UR Imposter Queen Anfisa 6 5 2
Earth 0
Wood 0
Biolith 0
Neutral 0
Spell 5
1X Beguiling Fog 0
1X Tinoan Telekinesis 0
1X Healing Shower 2
1X Aluhjan Fieldbond 2
1X Ice Flood of Okunada 0


Inquisitor Koog
Story/Arena; "Hymn #99" "A potent hymn sung by the Church of Parmus
missionaries. It promptly converts listeners into fervent believers,
subtracting 1 from the Summoning Cost of allied Ultra Rare Church of Parmus
creatures (minimum 1)."
Notes; Funny enough, not much green for a Wood deck. The four Zealots help
keep down on Summoning Cost, and this deck looks to re-attack a lot. The four
URs in this deck are all "E", thats how it has four Betrayers out of a maximum
of three. The only real difference between the standard Inquisitor Koog versus
the "E" version is that its amount restriction is removed. The differences
between the standard Mandragora Triplet and the "E" version is that its amount
restriction is removed and its Combo Attack doesn't work. Really, it has failed
to activate every single time.

Fire 7
1X Flame Magus 1 1 1
1X Rageflame Spitter 1 2 1
1X Freedonian Wanderer 2 2 1
1X Crimson Mimic 2 2 0
1X Noram Zealot 4 3 1
1X Flame Archmage 5 3 2
1X Torrid Nightmare 5 4 0
Water 9
1X Tritonan Ice Guard 1 1 1
1X Queen's Courier 1 2 0
1X Aluhja Priestess 2 1 1
1X Indigo Mimic 2 2 0
1X Aluhja Moving Citadel 3 3 1
1X Aluhja Prioress 3 3 2
1X Aluhja Zealot 4 3 2
1X Aluhja Inquisitrix 5 5 2
1X Missionary Ship 6 4 2
Earth 2
1X Visvar Vaas Zealot 4 3 2
1X Parmetic Vengeress 6 6 0
Wood 6
1X White Tree Haunt 2 1 0
1X UR E Inquisitor Koog 3 3 2 UR Church of Parmus
1X Tolicore Zealot 4 3 2
3X UR E Mandragora Triplet 4 4 2 UR Church of Parmus
Biolith 0
Neutral 0
Spell 6
1X Granvenoa Altar 0
1X Beguiling Fog 0
1X Aluhjan Spellshield 1
1X Aluhja Seduction 1
1X Aluhjan Fieldbond 2
1X Aluhjan Regeneration 3


Biolith Gatekeeper
Story/Arena; "Biolith Barrier" "The barrier that surrounds the Biolith Castle.
It protects allied Biolith creatures, which gain 2 HP."
Notes; Basically the Skill gives Biolith creatures the field health bonus that
they don't get because of the higher attack strength, and now they get it on
any field. Not as scary as it sounds though. This deck is a bit of a
stereotypical Biolith deck, it sits back waiting for its big guns to come out,
primarily in the the form of its two Ultra Rares. "Smash" them asap and overall
this opponent isn't too bad.

Fire 3
1X Flame Guard Recruit 1 2 0
1X Partmole Gatekeeper 1 1 1
1X Torrid Nightmare 5 4 0
Water 1
1X Aluhja Priestess 2 1 1
Earth 5
2X Skeleton Soldier 2 2 1
2X Stone Wing Veteran 2 2 1
1X Roving Penitentiary 3 4 1
Wood 2
2X Slumbertrap 1 1 1
Biolith 13
2X Biolith Stinger 3 1 0
2X Imperial Biolith Guard 3 4 2
1X Biolith Centurion 3 4 2
1X Barrager 3 3 1
1X Biolith Ninja 4 4 2
2X Biolith War Chariot 4 4 2
1X Biolith Deathgarden 4 5 0
1X Dragoon Dragon Cavalry 5 5 3
1X UR Battle Master 6 6 3
1X UR Magic Master 6 6 2
Neutral 0
Spell 6
1X Absolver Sacrament 0
1X Tinoan Teleportation 1
2X Parmetic Castigation 2
1X Great Tolicore Quake 3
1X Seer Vizak's Calamity 6


Undead King Novogus
Story/Arena; "Deadwall Dungeon" "Novogus' prison of the undead, which locks
in the living and shelters the recently deceased. Allied Novogus Dynasty
creatures on Earth fields gain +1 Protection. (Physical damage on target
creatures is reduced by 1.)"
Notes; This deck, completely unsurprisingly, tries to set up on the Earth
fields with some of its earlier (smaller) things and then is surprisingly
aggressive from there. It has only two URs, but relies on brute strength
nonetheless. Some healing and quakes work well here, but I find magic keeps
down on the damage I take overall.

Fire 0
Water 0
Earth 25
1X Yellow Cubic 1 1 1
2X Relentless Skeleton 1 1 1 Novogus Dynasty
2X Skeleton Archer 1 2 1 Novogus Dynasty
3X Skeleton Soldier 2 2 1 Novogus Dynasty
2X Novogus Catapult 3 4 2 Novogus Dynasty
2X Novogus Bandwagon 3 2 0 Novogus Dynasty
3X Novogus Warrior 3 2 2 Novogus Dynasty
2X Forgotten Fortress 3 4 0
1X Novogus Golem 4 3 2 Novogus Dynasty
2X Bone Drake 4 4 1 Novogus Dynasty
1X Novogus Sinbearer 5 5 0 Novogus Dynasty
1X UR Vamas, Tomb Sentinel 5 5 2 Novogus Dynasty
1X Novogus War Mammoth 5 5 2 Novogus Dynasty
1X UR Undead King Novogus 6 7 2 Novogus Dynasty
1X Undead Dragon 7 8 5 Novogus Dynasty
Wood 0
Biolith 0
Neutral 0
Spell 5
1X Absolver Sacrament 0
1X Se Hollyn Battle Hymn 2
2X Great Tolicore Quake 3
1X Festival of Earth 0


Biolith Army
Story/Arena; "Scion's Law" "A property of neurotransmission discovered by
Scion. It's capable of stimulating the artificial muscles of Biolith Bodies,
subtracting 1 from the Activation Cost to attack for allied Biolith creatures."
Notes; In Story Mode, this deck will be the first "2nd fight" you face and
therefore your first chance to use the sideboard. I find a well-balanced deck
doesnt need it, but this is early enough that you probably don't have anywhere
enough selection to ignore the sideboard. Two URs and the first UR spell you
face doesn't sound like much, but the frequent re-attacks from hard hitting
Bioliths will beat you down fast. A defensive deck or an all-out one-hit
destroy deck should both work well here, but good luck having a lot of those
cards at this point.

Fire 0
Water 2
1X Partmole Warhound 1 1 1
1X Tritonan Ice Guard 1 1 1
Earth 2
1X Far Land Sand Dog 2 2 1
1X Dwarf Sniper 2 3 1
Wood 4
1X Bewitching Elf Archeress 1 2 1
1X Elven Soul Hunter 1 1 1
1X Goblin Fanfare 1 2 0
1X Goblin Bomber 3 3 2
Biolith 16
2X Biolith Bomber 3 3 1
1X Biolith Stinger 3 1 0
1X Imperial Biolith Guard 3 4 2
1X Athenix Citadel 3 4 1
1X Architekt 3 4 2
1X Biolith Transmorph 3 4 1
1X Barrager 3 3 1
1X Biolith War Chariot 4 4 2
2X Behemoth Terraformer 4 4 1
1X Taurus Monolith 5 6 3
1X Prototype Behemoth 5 5 2
1X Centipede Tank 6 6 3
1X UR Ouroboros Dragon 7 10 7
1X UR Biolith Battleship 7 8 2
Neutral 0
Spell 6
1X Absolver Sacrament 0
1X Venoan Hard Bargain 0
1X Tinoan Telekinesis 0
1X Parmetic Castigation 2
1X UR Biolith Infestation 0
1X First Fall of Scion 3


Shaman Zolda
Story/Arena; "Firewake Stratagem" "The Dheesian army's fireship strategy. It
sails along the ground, leaving burning villages in its wake. Every time a
creature is destroyed, any fields whose reverse side is the Fire element are
fieldquaked."
Notes; Not a great skill, but one you opponent tries to take advantage of
every chance it gets. For all its offense, its field bonuses are the only
reliable defense this deck has. The only real advice I can give is get this
deck before it gets you. Magic avoids the counter-hits, but is costly versus
damage, and this deck has magic itself. Dodging creatures might get returned
to hand or outright destroyed by the two URs. The best strategy might be to
simply overpower it.

Fire 28
2X Red Cubic 1 1 0
1X Flame Guard Recruit 1 2 0
2X Partmole Gatekeeper 1 1 1
2X Rageflame Spitter 1 2 1
2X Partmole Flame Lizard 2 2 2
2X Flame Lizard Archer 2 2 1
2X Partmole Axethrower 3 2 2
2X Beacon of Cai-Shae 3 1 0
1X Behemorph 3 3 1
2X Lizard Shocktrooper 3 3 2
1X Flame Lizard Barracks 3 4 2
1X Partmole Fire Oracle 4 3 2
1X Flame Lizard Commander 4 4 3
1X UR Shaman Zolda 4 3 2
1X Flame Archmage 5 3 2
1X Flameheart 5 4 0
1X Torrid Nightmare 5 4 0
1X UR Crucible King Dios IV 6 6 3
1X Flame Lizard General 6 5 3
1X Partmole Scout Balloon 6 6 3
Water 0
Earth 0
Wood 0
Biolith 0
Neutral 0
Spell 2
1X Goghile Altar 0
1X Yuga's Mesmerizing Fog 0


Logan Zurtur
Story/Arena; "Sciondar Fever" "A feverish condition often caught by ascetics.
It agitates the nervous system of the afflicted, adding 1 to the Attack of
allied Dhees Empire creatures."
Notes; More Fire brutality. This deck has two URs and a skill that increases
attack strength. Surprising amount of Cai-Shae though, as they don't get
the bonus. Theres Dhees Empire creatures not in this deck, but theres enough
here for the skill to be dangerous. Really, this is just another big-hit deck,
and again hitting harder may be the best advice.

Fire 27
2X Hellfire Spitter 1 1 1
2X Flame Novice 1 1 1
1X Partmole Warhound 1 1 1 Dhees Empire
2X Partmole Gatekeeper 1 1 1 Dhees Empire
1X Rageflame Spitter 1 2 1
1X Freedonian Wanderer 2 2 1
2X Fire Witch's Familiar 2 2 1
2X Crimson Mimic 2 2 0
1X Cai-Shae Brazier 2 1 0
1X Great Minos of Sciondar 3 1 2
2X Partmole Flame Guard 3 3 1 Dhees Empire
1X Behemorph 3 3 1
1X Lesser Granvenoa 4 3 4
1X Partmole Fire Oracle 4 3 2
2X Flame Wyvern 4 4 1 Dhees Empire
1X UR Logan Zurtur 4 4 2
1X Triceptaur Behemoth 5 4 5 Dhees Empire
1X Flameheart 5 4 0 Dhees Empire
1X Infernal Sciondar Dragon 7 8 5 Dhees Empire
1X UR Raging Pyrathrax 8 8 5
Water 0
Earth 0
Wood 0
Biolith 0
Neutral 0
Spell 3
1X Granvenoa Altar 0
1X Fissures of Goghlie 2
1X Sciondar Inferno 0


Wormak, Biolith Heir
Story/Arena; "Inheritance Code" "Wormak's seal as his father's successor. All
of his Biolith brethren bow down before the seal, gaining 1 mana every time he
summons an allied Biolith creature."
Notes; "Wormy" may be the only UR here, but the Skill is compounded with
creature abilities to create a deck that seems to play a Biolith every single
round. Re-attacks from a Biolith creature followed by an entry-attack from
another Biolith can destroy a big creature fast. The only real advice I can
give here is don't let things gather, meaning destroy what you can asap,
_especally_ anything that generates mana (exit-mana expected of course.) If
Wormy doesn't keep his mana up, he starts to run out of options, and thats your
chance to put the pressure on.

Fire 1
1X Freedonian Wanderer 2 2 1 generates mana
Water 6
2X Monk Elder of Okunada 1 1 0
1X Cloudrunner Marauder 1 2 1
1X Frost Guards 2 2 1
1X Venoan Spy 2 2 1
1X Darkwater Syren 2 2 0
Earth 1
1X Giant Axe Dwarf 2 3 1
Wood 3
1X White Tree Haunt 2 1 0
1X Juno Spirit Fox 3 2 1
1X Darksword Samurai 4 4 1
Biolith 15
2X Athenix Citadel 3 4 1
2X Flailmonger 3 4 1
2X Architekt 3 4 2
1X Biolith Transmorph 3 4 1
2X Toxic Intruder 3 3 1
1X UR Wormak, Biolith Heir 4 4 2 generates mana
1X Biolith War Chariot 4 4 2
1X Biolith Transporter 4 3 0
1X Dragoon Dragon Cavalry 5 5 3
2X Archiver 5 5 0
Neutral 0
Spell 4
1X Summoner Mesmer's Lapse 1
2X Yuga's Mesmerizing Fog 0
1X Seer Vizak's Calamity 6


Berserk Romili
Story/Arena; "Overload" "The runaway Biolith Virus that infected Romili and
enabled the conquests of the Biolith Scourge. All non-Biolith fields with
allied creatures are also treated as Biolith fields."
Errata; All fields /adjacent to allied "Romili Reloaded"/ are also treated as
Biolith fields.
Notes; The skill might not seem like much, but combined with her Possession
ability, you can get locked down quick. Otherwise she can play creatures around
her that get bonuses on Biolith fields. In other words, when Romili, the only
UR in the deck, is in play, Smash her asap. She can still be an unrelenting
opponent, but I find with her on the board, it's an especially uphill battle.

Fire 2
1X Flame Novice 1 1 1
1X Lesser Granvenoa 4 3 4
Water 5
1X Cloudrunner Marauder 1 2 1
1X Queen's Courier 1 2 0
2X Blue Lycanthrope 1 1 0
1X Cloudrunner Shipmate 1 2 1
Earth 3
1X Verzar Canine 1 1 1
1X Verzar Foot Soldier 1 2 1
1X Verzar Swordsman 1 1 1
Wood 3
1X Green Lycanthrope 1 1 0
1X Bewitching Elf Archeress 1 2 1
1X Goblin Basher 2 2 1
Biolith 14
1X P Biolith Bomber 3 3 1
2X Athenix Citadel 3 4 1
1X Architekt 3 4 0
1X Biolith Transmorph 3 4 1
1X Biolith Ninja 4 4 2
1X Biolith Sentry 4 4 1
1X UR Romili Reloaded 4 4 2
2X Aegis Citadel 5 5 1
2X Arc Satellite Cannon 5 5 4
1X Archiver 5 5 0
1X Centipede Tank 6 6 3
Neutral 0
Spell 3
1X Parmetic Holy Feast 0
1X Mesmer's Lecture 1
1X Great Tolicore Quake 3


Kastor and Pollux
Story/Arena; "Necromitter" "A mana-transmutation catalyst created by Scion.
It converts the power of the Prime Elements into Biolith energy, subtracting 1
from the Activation Cost of allied creatures."
Notes; Again, Biolith re-attacking for less cost, and theres some real brutes
here to take advantage of it too. An important thing to know about this deck is
its two URs, Kastor and Pullox themselves, are "E" versions. It not as bad as
it sounds though, as the difference is both has had all Dioskuri abilities
removed. While they are intimidating on their own, they simply cannot join
together. Advice is simply again, destroy or be destroyed. However, it's not as
simple here, as it uses the standard Biolith strategy of playing small
creatures to save up to get the big ones on the board later. What this means is
early in the match you can try to keep the board clear of the smaller stuff
(ten of eleven pays for itself with exit mana) and keep something big in hand
for later.

Fire 1
1X Partmole Warhound 1 1 1
Water 2
2X Cloudrunner Shipmate 1 2 1
Earth 6
1X Verzar Canine 1 1 1
1X Stone Wing Dwarf 1 1 1
1X Relentless Skeleton 1 1 1
1X Skeleton Archer 1 2 1
2X Verzar Defender 1 2 0
Wood 2
1X Leapfrog Bandit 1 1 1
1X Elven Berserker Witch 2 2 1
Biolith 13
1X Imperial Biolith Guard 3 4 2
1X Biolith Transmorph 3 4 1
1X Barrager 3 3 1
1X Biolith Sentry 4 4 1
1X UR E Kastor 4 4 2
1X UR E Pollux 4 4 2
2X Taurus Monolith 5 6 3
2X Biolith Mage Guard 5 5 2
2X Scion's Peace 6 7 1
1X Centipede Tank 6 6 3
Neutral 0
Spell 6
1X Goghile Altar 0
1X Fissures of Goghlie 2
1X Scion's Revelation 1
2X Scion's Riotous Impunity 2
1X Seer Vizak's Calamity 6


Dioskuri
Story/Arena; "Back Door" "Dissolves the twins' combination power. The seal
placed on this door is broken, and the Summoning Cost of an allied Dioskuri is
set to 1 (minimum 1.)"
Notes; Here they are, already joined! With two other big Biolith URs also! The
strategy here is deceptively simple; Dioskuri is "possibly" in his own starting
hand and will try to play it asap. (This is the earliest I can guarantee of the
computer "cheating." However, I suspect that sometime before this point the
computer doesn't use one thirty-card deck, but empties one fifteen-card deck
before drawing from the second.) So, take advantage of this. End your turn
without playing something (both building mama reserves) until either Dioskuri
is on the board or your hand is full, then put something as out "bait." The
Dioskuri in this deck is "E", so the Summoning Lock and required Incarnation is
removed, but costs six (not three) to re-attack. It, like the standard version,
has a Summoning Cost of 12, but the skill takes care of that. Once you Smash it
asap, it's an ability and attack heavy Biolith deck from there, so keep the
pressure on.


Fire 2
1X Flame Magus 1 1 1
1X Partmole Warhound 1 1 1
Water 3
2X Monk Elder of Okunada 1 1 0
1X Cloudrunner Shipmate 1 2 1
Earth 3
1X Verzar Canine 1 1 1
1X Stone Wing Dwarf 1 1 1
1X Skeleton Archer 1 2 1
Wood 2
1X Green Lycanthrope 1 1 0
1X Sleeptrap 2 2 1
Biolith 13
1X Imperial Biolith Guard 3 4 2
1X Athenix Citadel 3 4 1
1X Biolith Transmorph 3 4 1
1X Morning Star Warrior 4 4 2
1X Biolith Ninja 4 4 2
1X Behemoth Groundbreaker 4 4 1
1X Behemoth Terraformer 4 4 1
1X Biolith Sentry 4 4 1
1X Biolith Mage Guard 5 5 2
1X Prototype Behemoth 5 5 2
1X UR Atomic Rudra 6 5 3
1X UR Sciondar Gateway 7 6 1 aka "Biolith Gateway"
1X UR E Dioskuri 12 5 2 (6 activation)
Neutral 0
Spell 7
1X Parmetic Holy Feast 0
1X Goghile Altar 0
1X Healing Shower 2
1X Se Hollyn Battle Hymn 2
1X Parmetic Castigation 2
1X Yaksha Stimulants 3
1X Juno's Admonition 2


Tino, Son of Scion
Story/Arena; "Speechless Spells" "High-level spellcasting knowledge fully
mastered by Scion. He has learned to renounce spell incantations entirely,
casting spells at no Summoning Cost."
Notes; A spell heavy Ninja deck. It uses the only Promo spell used by the
computer (one of four promos overall) as one of its _nine_ spells. (I recommend
five spells in my deck builds.) Despite being a ninja deck, it somehow doesn't
have the Biolith Ninja, which I consider the strongest of the five ninjas. Only
three Biolith in this deck, including both of this decks URs, being himself,
and the potent Phaseus, Biolith God. When successful, a Ninja deck is sight to
behold with the four elemental ninjas working together to form a chain of
relative invulnerability. However that requires all four of them, and one
missing creates a weak spot. Thats where everything else comes in. This deck
attempts to be relentless, but the high number of spells creates lag. Destroy
the ninjas in particular, keep up the attack, and you should eventually have
out the five needed to win.

Fire 4
1X Flame Magus 1 1 1
2X Firefly Ninja 3 2 1
1X Flame Ascetic 3 3 2
Water 5
1X Cloudrunner Marauder 1 2 1
1X Blue Lycanthrope 1 1 0
2X Wolf Ninja 3 3 1
1X Venoan Assassin 3 3 2
Earth 6
1X Verzar Foot Soldier 1 2 1
1X Giant Axe Dwarf 2 3 1
1X Dwarf Sniper 2 3 1
2X Spider Ninja 3 2 1
1X Se Hollyn Fortress 4 4 1
Wood 3
1X Green Lycanthrope 1 1 0
1X Samurai Nagirashu 2 2 2
1X Swallow Ninja 3 3 1
Biolith 3
1X UR Tino, World Savior 3 4 1
1X Aegis Citadel 5 5 1
1X UR Phaseus, Biolith God 9 12 4
Neutral 0
Spell 9
1X Parmetic Holy Feast 0
1X Elven Dismissal X
1X Ninja Fate Enhancer 1
1X Healing Shower 2
1X Se Hollyn Battle Hymn 2
1X Parmetic Castigation 2
1X Aluhjan Regeneration 3
1X Yaksha Stimulants 3
1X P Tino's Law of Heaven 0


Scion, Biolith Lord
Story/Arena; "Summonology of Scion" "The basic theory of summoning, as posited
by Scion. It maintains that incantations are unnecessary for summoning and thus
subtracts 1 from the Summoning Cost of allied Biolith creatures (minimum 1)."
Notes; A Field bonus negating UR spell and two powerful UR creature are the
center pieces of a deck designed to simply overpower you. With a Skill like
that, it appears Scion can afford to. Once it does, it's just staggering.
Theres a strange catch though; being _so_ Biolith heavy, it takes awhile to get
rolling. It has been found that you can outplay him early and beat the Biolith
Lord with a deck of only common creatures, no spells, or higher rarities.
Since the gold payout is nice, some people "gold farm" against him to get the
Wizard Card Wallet awards for saved gold. I don't know what the "best" deck for
this is, so I won't discuss it any further. If you don't go this route, it's
the now standard anti-Biolith advice of Destroy as much as you can before
getting destroyed, especially with the two UR Bioliths.

Fire 5
2X Flame Novice 1 1 1
2X Flame Guard Recruit 1 2 0
1X Partmole Warhound 1 1 1
Water 1
1X Cloudrunner Shipmate 1 2 1
Earth 1
1X Stone Wing Dwarf 1 1 1
Wood 0
Biolith 19
1X Flailmonger 3 4 1
2X Biolith Centurion 3 4 2
1X Biolith Transmorph 3 4 1
2X Toxic Intruder 3 3 1
1X Biolith Battle Chariot 4 5 3
2X Morning Star Warrior 4 4 2
1X Behemoth Groundbreaker 4 4 1
1X Biolith War Chariot 4 4 2
1X Biolith Sentry 4 4 1
2X Taurus Monolith 5 6 3
1X Biolith Mage Guard 5 5 2
1X Prototype Behemoth 5 5 2
1X UR Scion, Biolith Lord 6 5 2
1X UR Guardian Watchtower 6 10 1
1X Centipede Tank 6 6 3
Neutral 0
Spell 4
1X Venoan Hard Bargain 0
1X Dhees's Command 1
1X UR Biolith Ascension 0
1X Scion's Revelation 1


Scion Triumphant
Story/Arena; "Scion's Sphere" "An extradimensional space engineered by Scion
in which his powers cannot be blocked. It subtracts 1 from the Summoning Cost
of allied Ultra Rare Biolith creatures (minimum 1)."
Errata; The summoning cost of allied Ultra-Rare Biolith creatures is /set to
1/.
Notes; Now we are at the Story Mode final boss. With an UR spell and a
staggering _five_ Ultra Rare Biolith creatures, playable for 1 mana each, you
are now in for a fight! Being Biolith, it is slow to build up speed, and has a
surprising weakness beside; its Ultra Rares! Biolith Bomber and practically
anything else that affects 1 mana creatures work well here, but the
counter-attacks are a real issue overall. Otherwise keep pounding away and
don't think twice about playing a 1 cost of your own to win with a full board.

Fire 0
Water 2
1X Frost Guards 2 2 1
1X Venoan Spy 2 2 1
Earth 1
1X Skeleton Soldier 2 2 1
Wood 3
1X Samurai Nagirashu 2 2 2
1X Leapfrog Boss 2 1 1
1X Elven Plaguedancer 2 2 1
Biolith 20
1X Athenix Citadel 3 4 1
1X Flailmonger 3 4 1
1X Biolith Centurion 3 4 2
1X Toxic Intruder 3 3 1
1X Morning Star Warrior 4 4 2
1X Behemoth Groundbreaker 4 4 1
1X Biolith Deathgarden 4 5 0
1X Biolith Sentry 4 4 1
1X Dragoon Dragon Cavalry 5 5 3
1X Taurus Monolith 5 6 3
1X Aegis Citadel 5 5 1
1X Arc Satellite Cannon 5 5 4
1X Biolith Mage Guard 5 5 2
1X UR Battle Master 6 6 3
1X UR Magic Master 6 6 2
1X Scion's Peace 6 7 1
1X Centipede Tank 6 6 3
1X UR Ouroboros Dragon 7 10 7
1X UR Biolith Temple 7 7 1
1X UR Scion Triumphant 9 8 2
Neutral 0
Spell 4
1X Aluhjan Spellshield 1
1X Elven Subterfuge 2
1X UR Blinding Skies 0
1X Scion's Riotous Impunity 2


Four Saints and Seer Vizak
--------------------------
Once you have defeated Story Mode and gotten a win against each Wizard Duel
opponent, now you face the four Saints and Seer Vizak! All of the remaining
five Skills are to reduce Summoning Cost, the four mono-colours for the Saints
and "non-Biolith" for Seer Vizak. To make things harder, all five have _six_
Ultra Rares each! Dont expect to win every match, or really even half. I more
then suspect they play with at least partially stacked decks, and more than
suspect that Seer Vizak has his deck split into thirds. Thats how often certain
cards come up at certain points in the match. However if you want to unlock all
the standard cards, you must beat them all at least once. Especially if you
want "The Eye of Juno" card, which, despite not being as expensive in the shop
as Dioskuri, will directly help you with several of the Wizard Card Medals.


Saint Dhees
Story; n/a
Arena; "Torch of Dhees" "The first flames that Saint Dhees set blazing on the
western mountain. This torch ignites courage in the Children of Fire,
subtracting 1 from the Summoning Cost of allied Fire creatures (minimum 1)."
Notes; With little surprise this deck focuses on hitting you hard. Very Hard.
It's like a Biolith deck only cheaper Summoning Cost and less health, so play
against it like a Biolith deck; hit back. An unrelenting attack sometimes is
the best defense.

Fire 27
1X Flame Novice 1 1 1
1X Flame Guard Recruit 2 1 0
1X Rageflame Spitter 1 2 1
1X Freedonian Wanderer 2 2 1
2X Fire Witch's Familiar 2 2 1
1X Cai-Shae Brazier 2 1 0
1X Great Minos of Sciondar 3 1 2
2X Flame Ascetic 3 3 2
1X Partmole Flame Guard 3 3 1
1X UR Didi the Enlightened 3 3 2
1X UR Warden Hilda 3 4 2
1X Beacon of Cai-Shae 3 1 0
1X Shrine of Mourning 3 3 1
1X Behemorph 3 3 1
1X Lesser Granvenoa 4 3 4
1X Flame Lizard Commander 4 4 3
1X Parmetic Deathspeaker 4 4 2
1X Mourning Cenobite 4 3 2
1X Mourning Buffalo 5 5 2
1X Pursuer of Saint Dhees 6 4 5
1X UR General Lug 6 4 3
1X UR Carlo the Scorched 6 4 3
1X Infernal Sciondar Dragon 7 8 5
1X UR Saint Dhees 7 6 2
1X UR Sciondar Fire God 9 9 3
Water 0
Earth 0
Wood 0
Biolith 0
Neutral 0
Spell 3
1X Goghile Altar 0
2X Se Hollyn Battle Hymn 2


Saint Tritona
Story; n/a
Arena; "Carafe of Tritona" "The first drops of water that Saint Tritona set
flowing in the northern river. This cool liquid instills wisdom in the
Children of Water, subtracting 1 from the Summoning Cost of allied Water
creatures (minimum 1)."
Notes; Lots of abilities more then makes up for the relatively low health and
attack. Again, I recommend magic attacks, but a balanced deck of any kind
should work well here.

Fire 0
Water 27
1X Tritonan Ice Guard 1 1 1
1X Blue Lycanthrope 1 1 0
2X Tritonan Harpoonsman 2 2 1
2X Aluhja Priestess 2 1 1
2X Frost Guards 2 2 1
1X Cloud Runner 3 2 1
1X UR Siam, Traitor of the Seas 3 3 2
2X Siam's Lookout 3 3 1
1X Okunada Moving Temple 3 3 1
1X Corsez Moving Castle 3 3 0
1X Aluhja Prioress 3 3 2
1X Moving Isle of Kadena 4 3 0
2X Sea Serpent 4 4 1
2X Siam's Sentinel 4 4 2
1X Don of Venoa 5 3 2
1X UR Sarma of Tinoa 5 4 3
1X Don's Double 5 5 1
1X UR Admiral Belta 6 5 1
1X UR Clare Wil the Valiant 6 4 2
1X UR Saint Tritona 7 6 2
1X UR Goddess Tritona 9 9 3
Earth 0
Wood 0
Biolith 0
Neutral 0
Spell 3
1X Corsez Oath 0
2X Healing Shower 2


Saint Val na Vos
Story; n/a
Arena; "Pillar of Val na Vos" "The first stone structure that Saint Val na Vos
erected on the eastern plains. This pillar promotes unity among the Children of
Earth, subtracting 1 from the Summoning Cost of allied Earth creatures (minimum
1).
Notes; More so than the other Saints, this deck is about keeping the board
full first, and destroying second. In my experience, that also works as a good
counter strategy to this deck. Of course, that hinges on you basically
destroying something every turn, so try for as good positioning asap, then try
to hang on it.

Fire 0
Water 0
Earth 29
2X Verzar Foot Soldier 1 2 1
2X Skeleton Soldier 2 1 1
2X Giant Axe Dwarf 2 3 1
2X Dwarf Sniper 2 3 1
1X Stone Wing Veteran 2 2 1
1X Novogus Catapult 3 4 2
1X UR Arelai the Protector 3 3 2
1X UR Blackhood Dwarf Vultra 3 4 1
1X Verzar Golem 3 3 0
1X Dwarf Battlebuggy 3 3 1
2X Dwarf Miner 3 3 1
1X Forgotten Fortress 3 4 0
1X Roving Penitentiary 3 4 1
1X Dwarf Warbanner 4 4 0
1X Dwarf Battle Forge 4 5 0
2X Bone Drake 4 4 1
1X Blackhood Anti-Mystic 4 4 2
1X Novogus War Mammoth 5 5 2
1X UR Marshal Akhum 6 7 1
1X Blackhood Caravan 6 5 2
1X UR King Sanavaan 6 6 2
1X UR Saint Val na Vos 7 6 2
1X UR Novogus Gravekeeper 9 9 3
Wood 0
Biolith 0
Neutral 0
Spell 1
1X Parmetic Holy Feast 0


Saint Til Vorg
Story; n/a
Arena; "Seedling of Til Vorg" "The first blades of grass planted by Saint Til
Vorg on the southern continent. This potent flora inspires the Children of the
Forest, subtracting 1 from the Summoning Cost of allied Wood creatures (minimum
1).
Notes; Wow, wow, and wow. Followed by uggh. This may be the hardest opponent
in the game. Health, attack and abilities to spare. She is a beast of an
opponent who takes delight in toying with you before stripping your hand and
even your deck. The best strategy I have found versus her yet is to stall, make
her discard, and win by deck out. Yes, you lose a lot of your bonus gold, but
it's more reliable than trying to overpower her. To make matters worse, I find
that if you are not trying to overpower her, then she will actually deck out
with Pope-Queen Cyrstin II in her hand. This means if you were trying to get
all six Ultra Rare Smashes against her, you could not of had in those matches.
In fact, I had roughly two hundred matches (basically, in a row) against her
trying for all six Smashes, and she did not play all six in _any_ of those
matches. It was usually Pope-Queen Cyrstin II that wasn't played and the matches
when Pope-Queen Cyrstin II was played, she would hang on to at least one other.
Good luck, as I gave up trying to get all six.

Fire 0
Water 0
Earth 0
Wood 28
2X Leapfrog Bandit 1 1 1
1X Green Lycanthrope 1 1 0
1X Tree Foxes 1 1 1
1X Elven Soul Hunter 1 1 1
1X Elven Berserker Maiden 2 3 1
1X Samurai Nagirashu 2 2 2
2X Twin Goblins 2 3 1
1X Bewitching Elf Huntress 3 3 1
1X Juno Spirit Fox 3 2 1
2X Elven Rider 4 4 2
1X Darksword Samurai 4 4 1
2X Arboreal Wyrm 4 4 1
1X Leapfrog Warchief 4 4 2
1X Elven Death Dancer 5 3 1
1X Alchemist's Lab 5 4 2
1X Elven Night Rider 5 4 2
1X UR Prince Lusirion 5 5 2
1X UR Preacher Noova 5 5 2
1X UR Lord Hu 6 4 2
1X Moggy Howdan 6 4 1
1X Ronin Nagirashu 6 5 3
1X UR Pope-Queen Cyrstin II 6 5 2
1X UR Saint Til Vorg 7 6 2
1X UR Exhalted Elven Deity 9 9 3
Biolith 0
Neutral 0
Spell 2
1X Goghile Altar 0
1X Elven Subterfuge 2


Seer Vizak
Story; n/a
Arena; "White Revelation" "A divine message uttered by Vizak to heroes. His
words reveal miracles to the children of the Supreme Being, subtracting 1 from
the Summoning Cost of allied non-Biolith creatures (minimum 1)."
Notes; Basically you are facing all the Neutral creatures with supporting
creatures. Dragon Riders and the elemental Childs to start the game and a lot
of you getting hit otherwise. Smash The Eye of Juno asap, and hang on. The best
strategy I've found yet is ... are you ready? Wait for the computer to brain
freeze. Roughly one in twenty matches the computer just falls apart. But then
you need, at worst, a not-bad draw. I know there are other players that
probably claim to win every Seer Vizak match, but I would need to see it to
believe it. At my best, I (who, admittedly, is not the best player in the
world) can win about half the time, but that relies on a well timed Dioskuri to
clear the board. Seer Vizak simply starts strong (see above, I honestly believe
he cheats) and slowly overpowers you from there ... except the times he doesn't
bother. Take advantage of those times and you too will be able to access The
Eye of Juno for your very own.

Fire 4
1X Fire Witch's Familiar 1 2 1
2X Child of Mourning 3 3 1
1X UR Fire Witch Freedonia 5 5 2
Water 3
1X Tritonan Harpoonsman 2 2 1
2X Child of Okunada 3 3 1
Earth 3
1X Verzar Golem 3 3 0
2X Child of Sanavaan 3 3 1
Wood 3
1X Goblin Basher 2 2 1
2X Child of Alchaera 3 3 1
Biolith 0
Neutral 11
1X UR White Cubic 1 1 0
2X P Dragon Rider 2 3 1
1X Child of Yorga 3 4 1
2X Sword of Juno 5 5 4
1X Hammer of Juno 6 5 0
1X UR Spire of Juno 8 8 8
1X UR Fist of Juno 9 9 9
1X UR Seer Vizak 9 8 2
1X UR The Eye of Juno 10 2 0
Spell 6
1X Goghile Altar 0
1X Venoa Conference 0
1X Dhees's Command 1
1X Yorga's Prayer 1
1X Great Tolicore Quake 3
1X Vizak's Proclamation 2




Closing
-------
Well, that's it. As far as I know everything above is correct. I won't leave
any contact information because I don't particularly care to be contacted
regarding this document. You can use any of the information contained within,
with credit, including simply reposting the document in whole. I have enjoyed
this game for years, and probably will for years to come;
lathe-mandrel




-e-o-f-